TE
科技回声
首页24小时热榜最新最佳问答展示工作
GitHubTwitter
首页

科技回声

基于 Next.js 构建的科技新闻平台,提供全球科技新闻和讨论内容。

GitHubTwitter

首页

首页最新最佳问答展示工作

资源链接

HackerNews API原版 HackerNewsNext.js

© 2025 科技回声. 版权所有。

SDL3 new GPU API merged

306 点作者 caspar9 个月前

15 条评论

caspar9 个月前
SDL3 is still in preview, but the new GPU API is now merged into the main branch while SDL3 maintainers apply some final tweaks.<p>As far as I understand: the new GPU API is notable because it should allow writing graphics code &amp; shaders once and have it all work cross-platform (including on consoles) with minimal hassle - and previously that required Unity or Unreal, or your own custom solution.<p>WebGPU&#x2F;WGSL is a similar &quot;cross-platform graphics stack&quot; effort but as far as I know nobody has written console backends for it. (Meanwhile the SDL3 GPU API currently doesn&#x27;t seem to support WebGPU as a backend.)
评论 #41397953 未加载
评论 #41399209 未加载
评论 #41397961 未加载
评论 #41396524 未加载
quadhome9 个月前
More context here: <a href="https:&#x2F;&#x2F;icculus.org&#x2F;finger&#x2F;flibitijibibo?date=2024-06-15&amp;time=13-14-16" rel="nofollow">https:&#x2F;&#x2F;icculus.org&#x2F;finger&#x2F;flibitijibibo?date=2024-06-15&amp;tim...</a>
评论 #41396783 未加载
rudedogg9 个月前
It&#x27;s exciting to see how this all shakes out. Hopefully we end up with more options for building custom game engines and apps.<p>I&#x27;ve been going down the Vulkan rabbit hole. It&#x27;s been fun&#x2F;enlightening to learn, but the nature of Vulkan makes progress feel slow. I think if SDL3 were available when I started, I would have happily went that route and have more to show for the amount of time I&#x27;ve invested.
kvark9 个月前
Time will tell if this API is usable. In particular, the way resource synchronization works, and object renaming. Time will tell if it will perform better than WebGPU or other abstractions. Time will tell if it remains small in the presence of driver bugs that need working around…<p>I’m also sceptical about their new bytecode for a shading language. Parsing shaders at runtime was not a concern with WebGPU - it’s very fast. Even producing native shaders is fast [1]. It’s the pipeline creation that’s slow, and this bytecode wouldn’t help here.<p>[1] <a href="http:&#x2F;&#x2F;kvark.github.io&#x2F;naga&#x2F;shader&#x2F;2022&#x2F;02&#x2F;17&#x2F;shader-translation-benchmark.html" rel="nofollow">http:&#x2F;&#x2F;kvark.github.io&#x2F;naga&#x2F;shader&#x2F;2022&#x2F;02&#x2F;17&#x2F;shader-transla...</a>
ivars9 个月前
How did they managed to pull this off so quickly? Given how long WebGPU native is in development and still not finalized, you would think it will take SDL GPU API even longer because it supports more platforms.
评论 #41399321 未加载
评论 #41403086 未加载
评论 #41398704 未加载
评论 #41425633 未加载
bartwe9 个月前
Glad to have contributed to the dx12 part :)
评论 #41400636 未加载
评论 #41401773 未加载
Ono-Sendai9 个月前
I might try this out. SDL I have found to be high quality software - compiles fast, compiles easily on multiple platforms, always works. So I have some hopes for this new API.
JKCalhoun9 个月前
Huge fan of SDL generally.<p>When I went looking for a cross-platform gaming library, SDL and its API struck the right balance for me. I just wanted a C (++) library I could call to create windows and graphical contexts — a fast sprite rendering framework. I didn&#x27;t need a whole IDE or a bloated library, didn&#x27;t want to learn a new language, etc.
immibis9 个月前
Feels like SDL3 suffers the second system effect. (SDL2 was just SDL1 with explicit window handles, so SDL3 is the second system, not the third). SDL1&#x2F;2 is a thin layer that wraps the platform-specific boilerplate of opening a window and handling input events, so you can get to the OpenGL rendering stuff that you actually wanted to write.
评论 #41396987 未加载
评论 #41397594 未加载
评论 #41399017 未加载
评论 #41424985 未加载
jb19919 个月前
I’ve never used this library before, but I’m very interested to see some examples of its cross-platform GPU compute abilities, if I understand from the link thread that they are now available. Does anyone have a suggestion on where to get started?
JoeyJoJoJr9 个月前
I’d love to see Raylib get an SDL GPU backend. I’d pick it up in a heartbeat.
评论 #41406081 未加载
bni9 个月前
Is this related to <a href="https:&#x2F;&#x2F;github.com&#x2F;grimfang4&#x2F;sdl-gpu">https:&#x2F;&#x2F;github.com&#x2F;grimfang4&#x2F;sdl-gpu</a> ? Or is it a completely separate thing with the same name?
评论 #41398047 未加载
davikr9 个月前
Are there any examples?
评论 #41396785 未加载
ammar-DLL9 个月前
i&#x27;m looking forward to wayland native support
kookamamie9 个月前
Sorry, but the proposal for the included shading language looks pretty braindead to me.<p>See for yourself: <a href="https:&#x2F;&#x2F;github.com&#x2F;libsdl-org&#x2F;SDL_shader_tools&#x2F;blob&#x2F;main&#x2F;docs&#x2F;README-shader-language-quickstart.md">https:&#x2F;&#x2F;github.com&#x2F;libsdl-org&#x2F;SDL_shader_tools&#x2F;blob&#x2F;main&#x2F;doc...</a><p>Deviations from C-language families, such as &quot;Flow control statements don&#x27;t need parentheses.&quot; are completely unnecessary, I think. Same goes for &quot;Flow control statements must use braces.&quot;
评论 #41399452 未加载
评论 #41399450 未加载
评论 #41399430 未加载
评论 #41401219 未加载